use course accessors
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@@ -716,8 +716,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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GAMESTATE->m_fCurBPS = fBPS;
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GAMESTATE->m_bFreeze = bFreeze;
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m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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// printf( "m_fSongBeat = %f\n", GAMESTATE->m_fSongBeat );
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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@@ -1033,7 +1031,7 @@ void SaveChanges()
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{
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for( int i=0; i<GAMESTATE->m_pCurCourse->m_iStages; i++ )
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{
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Song* pSong = GAMESTATE->m_pCurCourse->m_apSongs[i];
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Song* pSong = GAMESTATE->m_pCurCourse->GetSong(i);
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pSong->Save();
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}
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}
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@@ -1057,7 +1055,7 @@ void DontSaveChanges()
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{
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for( int i=0; i<GAMESTATE->m_pCurCourse->m_iStages; i++ )
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{
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Song* pSong = GAMESTATE->m_pCurCourse->m_apSongs[i];
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Song* pSong = GAMESTATE->m_pCurCourse->GetSong(i);
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ld.LoadFromSMFile( GAMESTATE->m_pCurSong->GetCacheFilePath(), *pSong );
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}
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}
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